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General => SFML projects => Topic started by: kaB00M on February 19, 2012, 04:58:50 am

Title: Seiken Densetsu/Mana Fan Game [WIP]
Post by: kaB00M on February 19, 2012, 04:58:50 am
UPDATE:2/3/2013

Hi everyone. I update the demo once again.
Some new pics.

(http://picoyespuelaspr.com/caffeware/images/screenshot010.png) (http://picoyespuelaspr.com/caffeware/images/screenshot011.png) (http://picoyespuelaspr.com/caffeware/images/screenshot012.png)

DOWNLOAD:
http://www.caffeware.com/download_current.php

CONTROLS:

Ability : Press Cancel button.
Run : Double tap forward.
Open Ringmenu : Press Cancel and Confirm buttons.
Attack: Trigger Confirm button.

Use can use the KEYS.exe located in the game folder to map the controls to the keyboard keys.
A standard gamepad can be used to play the game. However, buttons can't be set for the gamepad.

New features:

Still lots to do.  :-\

Please tell me what you think!

--------------------------------------------------------------------------------------
UPDATE:10/29/2012

Hi everyone. I update the demo a little. Now you can use magics and items.

The "engine" was re-made and now uses SFML 2.0

The file size is under 8.0 MB. Thanks to zlib! :-)

(http://picoyespuelaspr.com/caffeware/images/screenshot001.png) (http://picoyespuelaspr.com/caffeware/images/screenshot002.png) (http://picoyespuelaspr.com/caffeware/images/screenshot003.png)


(http://picoyespuelaspr.com/caffeware/images/screenshot004.png) (http://picoyespuelaspr.com/caffeware/images/screenshot005.png) (http://picoyespuelaspr.com/caffeware/images/screenshot006.png)

DOWNLOAD:
http://www.caffeware.com/download_current.php

CONTROLS:

Run : Press Cancel button.
Open Ringmenu : Press Cancel and Confirm buttons.
Attack: Trigger Confirm button.

Use can use the KEYS.exe located in the game folder to map the controls to the keyboard keys.

A standard gamepad can be used to play the game. However, buttons can't be set for the gamepad.

Field map:
Use the Direction keys to move the character.
To attack, use the Confirm key.
To run press and hold the Cancel key while using the Direction keys.
Finally, press and hold both the Confirm and Cancel keys to open the Ringmenu.

Ringmenu:
The Ringmenu is used to select healing items, to change the controlled character, and to select and use magics. The battle will keep running while the Ringmenu is open. If the character with the Ringmenu is hit by an enemy, the Ringmenu will automatically be closed.

The cotrols for the Ringmenu are the following:
Direction keys Left and Right to rotate among the icons available.
Directions keys Up and Down to change rings.
The Confirm key is used for selecting the icons. In some cases when selecting an icon, the Handcursor will appear. With the Handcursor you can select allies or foes depending on current ring.
The Cancel key will close the Ringmenu.

MAGICS:
At the moment, only the Tamber character can use magics. There are various magics, each with different reactions. For example, one will hit a single enemy, while other will hit multiple. Try them all and discover the different effects!

OBJETIVES:
The characters DO NOT earn experience points or gain levels. Nevertheless you can 'farm' items and can earn money in order to buy in the shops. A good inventory will be necessary when encountering a 'mysterious' someone!

Please tell me what you think!

---------------------------------------------
OLD VERSION!!!
---------------------------------------------

(http://i1250.photobucket.com/albums/hh540/kabacho/03.jpg)
(http://i1250.photobucket.com/albums/hh540/kabacho/02.jpg)
(http://i1250.photobucket.com/albums/hh540/kabacho/01.jpg)


Tell me what you think. Even more if it sucks. :D
Move->Arrow keys; Confirm/attack->Enter; Cancel->Numpad0;
Open RINGMENU-> press:Confirm and Cancel
Title: Seiken Densetsu/Mana Fan Game [DEMO] UPDATE:2/21/2012
Post by: StormWingDelta on February 19, 2012, 05:45:47 am
I can't test the demo at the moment but from the images and the name it looks like it was inspired by Children Of Mana of something similar anyways.

Did you get the monster sprites from a site because they look was too similar to the ones in that game?  Just asking. :)

Also your file is more than small enough to fit on SFML Uploads if you want. http://www.sfmluploads.org
Title: Seiken Densetsu/Mana Fan Game [DEMO] UPDATE:2/21/2012
Post by: kaB00M on February 19, 2012, 07:08:48 am
Thanks for checking it out.

Quote from: "StormWingDelta"

Did you get the monster sprites from a site because they look was too similar to the ones in that game?  Just asking. :)


Actually, Square Enix had been recycling this sprites for more than a decade!!!

They been used in:
Seiken Densetsu 3 (1995)
Sword of mana
Children of mana
Heroes of mana
Secret of mana remake (2009)

I got them from spriters-resource.com.
Title: Seiken Densetsu/Mana Fan Game [DEMO] UPDATE:2/21/2012
Post by: StormWingDelta on February 19, 2012, 05:25:53 pm
Here are a few ideas for changes.

One of the AI players just stands still most likely because an AI isn't assigned to it.

Move your attack key(s) to the letters of the keyboard instead of the numpad since they are too close to the arrow keys and make it hard to attack and move at the same time. :)

Also if you are able why not increase the screen size so it is easier to see what is going on?  You're probably stuck with small maps but it would be easy to blow them up in something like Paint.Net or PhotoShop.  This would make you have to recalculate a few things though but it isn't as bad as it looks.

Aside from that it looks like it is going well for this type of game. :)
Title: Seiken Densetsu/Mana Fan Game [DEMO] UPDATE:2/21/2012
Post by: kaB00M on February 19, 2012, 08:21:35 pm
Thanks for the checking my game out!!!!
Quote
Also if you are able why not increase the screen size so it is easier to see what is going on? You're probably stuck with small maps but it would be easy to blow them up in something like Paint.Net or PhotoShop. This would make you have to recalculate a few things though but it isn't as bad as it looks.


You can actually enlarge the window!!!! It will zoom everything.

About the guy in the turban: He's a npc. Later on he will sell items and weapons. That's why he doesn't move.

Thanks again for checking my game.
I can pm you with the newest version later, when I make significant changes and add menus and such, if you don't mind.

Thanks.
Title: Seiken Densetsu/Mana Fan Game [DEMO] UPDATE:2/21/2012
Post by: StormWingDelta on February 19, 2012, 08:41:57 pm
If you want to. :)

For some reason me, CMake and SFML2 aren't getting along. I can't do anything but watch what people make with SFML2 at the moment. :(
Title: Seiken Densetsu/Mana Fan Game [DEMO] UPDATE:2/21/2012
Post by: kaB00M on February 21, 2012, 11:59:42 pm
Small update:
Added RINGMENU!!
Added Sounds!!
Changed the controls a little:
Move->Arrow keys; Confirm/attack->Enter; Cancel->Numpad0;
Open RINGMENU-> press:Confirm and Cancel
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: kaB00M on October 29, 2012, 08:15:36 pm
update bumb !!!
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO] UPDATE:2/21/2012
Post by: masskiller on October 29, 2012, 10:04:04 pm
Gonna try it since it seems nice. I'll post whatever I can see to help you make it better.

Also if you are able why not increase the screen size so it is easier to see what is going on?  You're probably stuck with small maps but it would be easy to blow them up in something like Paint.Net or PhotoShop.  This would make you have to recalculate a few things though but it isn't as bad as it looks.

I am working with pixel art so I know how much of a pain this really is. Other than enlarging the window I wouldn't expect anything further, it's too much work for what you really get in the end.

Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: masskiller on October 30, 2012, 12:28:32 am
Crashes on start, it appears it can't compile some shaders according to the log. The setkeys works fine though.
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: StormWingDelta on October 30, 2012, 01:51:27 am
Lets see a menu of some kind would be helpful that at least has the controls in it.

Speaking of the controls why not make it so someone can use the wasd keys for moving around too? That way someone can have on hand on the movement keys and one on the attack and command keys.  Makes it easier to move fast if you run into someone that likes to speed through games.

Also since you're adding items why not an inventory of some kind? Might help since this could give you a use for a mouse if needed.

Just ideas. :)


Found a crash error in the lower part of town isn't there when you first start up but after a few minutes and restarts it pops up.
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: masskiller on October 30, 2012, 02:28:35 am
Regarding controls I prefer the emulator type, using arrow keys for movement and z and x representing the acceptance/denial/action buttons. But the SETKEYS.exe allows you to do that I think. I don't know since I haven't even been able to run it.
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: StormWingDelta on October 30, 2012, 02:52:21 am
lol it runs for me. Might be something to do with the computer since the game itself can run. ???

Here's a run way to test.  Programming lab of a school.  8)  Although I have yet to have the time to wait for an application to fully start up that has a graphics window on a school computer.
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: kaB00M on October 30, 2012, 04:11:37 am
Crashes on start, it appears it can't compile some shaders according to the log. The setkeys works fine though.

What!? Thats sad... :-[ I tested it in two comps and it runs. In the next update I will disable the shaders to see if you can run it.

Can you give me a quote of what the log says?

Lets see a menu of some kind would be helpful that at least has the controls in it.

Speaking of the controls why not make it so someone can use the wasd keys for moving around too? That way someone can have on hand on the movement keys and one on the attack and command keys.  Makes it easier to move fast if you run into someone that likes to speed through games.

Also since you're adding items why not an inventory of some kind? Might help since this could give you a use for a mouse if needed.

Just ideas. :)


Found a crash error in the lower part of town isn't there when you first start up but after a few minutes and restarts it pops up.

Can you be more expecific about the crash? Also, did you went all the way to the 'end'.

You can choose whichever key you want with the SETKEYS program. Anyways, I agree there should be a way to set the keys from  within the game...

Quote
Regarding controls I prefer the emulator type, using arrow keys for movement and z and x representing the acceptance/denial/action buttons. But the SETKEYS.exe allows you to do that I think. I don't know since I haven't even been able to run it.

True!

Thanks for playing guys.  :)
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: StormWingDelta on October 30, 2012, 04:55:21 am
Not too sure about the crash myself. it happend right when I crossed the bridge to the building down at the lower area of the town after about 2 to 5min of wondering around.

Just wondering how many areas do you have working since the only ones I could get into were the town and forest. Speaking of the forest, when you first enter it there's a massive lag spike that it calms down.

Also when the town first loads at the start the other AI characters you talk to aren't in it, but when you leave and come back they are.  Just seems odd for some reason.
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: Dark2Dragon on October 30, 2012, 03:38:12 pm
Be careful if you want to use the graphics from Secret of Mana / Seiken Densetsu if you intend to publish this game later.

The graphics are still under license from Square Enix. They released Secret of Mana for iPad / iPhone a few months ago.

Btw: nice engine. I´m working on something similar, too. For tests i use Graphics  from Terranigma ;D.
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: kaB00M on October 30, 2012, 03:41:53 pm

Just wondering how many areas do you have working since the only ones I could get into were the town and forest. Speaking of the forest, when you first enter it there's a massive lag spike that it calms down.


Lag! :o Thats bad! I will take  look at it.
You can get to a new area if you head northeast int the forest.

Are you using the Ringmenu?


Also when the town first loads at the start the other AI characters you talk to aren't in it, but when you leave and come back they are.  Just seems odd for some reason.

Yes , it's odd. But it was intended this way.

When you have time, please do me a favor: While the game is running press 4f. This will display the games fps.
Tell me, on average, what number you get in the different areas.

Thanks for the feedback. Keep it coming. :)
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: kaB00M on October 30, 2012, 03:45:35 pm
Be careful if you want to use the graphics from Secret of Mana / Seiken Densetsu if you intend to publish this game later.

The graphics are still under license from Square Enix. They released Secret of Mana for iPad / iPhone a few months ago.

Btw: nice engine. I´m working on something similar, too. For tests i use Graphics  from Terranigma ;D.

Thank you. :) Did the game run stable in your comp?

I'm just making a fan game. I hope Square don't mind.
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: Dark2Dragon on October 30, 2012, 08:15:36 pm
Quote
Did the game run stable in your comp?
Yeah, work on my i3 with Nvidia 610M without problems or errors on Win7.

Do you use Tiled as mapeditor (mapeditor.org) for your game?
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: masskiller on October 30, 2012, 08:36:30 pm
Quote
What!? Thats sad... :-[ I tested it in two comps and it runs. In the next update I will disable the shaders to see if you can run it.

Can you give me a quote of what the log says?

I can't copy/paste them so I can't give them to you as they are, but it's something about operand issues, might have to do with my GPU OpenGL version (?) since I have intel graphics. It also gives something about not being able to load a sound file. I'll post a screenshot.



[attachment deleted by admin]
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: eXpl0it3r on October 30, 2012, 09:49:26 pm
The game looks really nice, I'll hope you keep working on it.

Here a few things I want to point out:

Might have to do with my GPU OpenGL version (?) since I have intel graphics.
Can you specify, what GPU do you have, note not all GPU support shaders (or all versions of shaders). ;)

Quote from: kaB00M
The file size is under 8.0 MB. Thanks to zlib! :-)
7zip/LZMA brings this easily down to nearly 7 MB. :P
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: StormWingDelta on October 31, 2012, 02:45:02 am
lol seems the boss at the end has infinite HP and two of the charaters don't go into ghost mode and Timmer can still attack.  Looks like a case of == instead of <= for a checker from how things are acting.  Did that one time and didn't even realise it until the HP went into the negatives.  Doesn't show here since the displayers are fine but some other areas might have this issue.  Not sure if this is the issue but who knows.  In any events it's a good game but needs some work.
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: kaB00M on October 31, 2012, 03:40:27 am
Quote
Did the game run stable in your comp?
Yeah, work on my i3 with Nvidia 610M without problems or errors on Win7.

Do you use Tiled as mapeditor (mapeditor.org) for your game?

Yes, I'm using Tiled. I'm storing my map files as XML, as I don't know how to read the other formats. I suspect XML is slow, since I use std::fstream to parse the text. That causes some of the 'lag' when one changes from map to map.

@eXpl0it3r:

Thanks for checking the program out!  :) Your feed back and comments mean a lot to me, you being so an important member of this community. I will implement some of your ideas right away. Thank you.


lol seems the boss at the end has infinite HP and two of the charaters don't go into ghost mode and Timmer can still attack.  Looks like a case of == instead of <= for a checker from how things are acting.  Did that one time and didn't even realise it until the HP went into the negatives.  Doesn't show here since the displayers are fine but some other areas might have this issue.  Not sure if this is the issue but who knows.  In any events it's a good game but needs some work.

Ha! :) Thanks for playing the game to the end. It is too bad for that bug. I will fix it right away. Anyways, the boss haves 1000HP. I never defeat it, so dunno if it can be done.

Did it ever hit you with the 'Doom' magic? :)
Did you founded the selling cat, Neko?
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: masskiller on October 31, 2012, 03:50:00 am
Quote
Can you specify, what GPU do you have, note not all GPU support shaders (or all versions of shaders).

Intel Mobile Chipset 4th Family something, I've programmed and used some shaders, but there must be surely stuff that is unsupported given my laptop is around 4-5 years old (and it wasn't prime at the time it was bought).
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: kaB00M on October 31, 2012, 04:15:40 am
I will make an update soon with an option to disable the shaders. I know your a gamer, so I want you, masskiller, to try the game.
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: Dark2Dragon on October 31, 2012, 08:16:02 am
Quote
Yes, I'm using Tiled. I'm storing my map files as XML, as I don't know how to read the other formats. I suspect XML is slow, since I use std::fstream to parse the text. That causes some of the 'lag' when one changes from map to map.
I also use Tiled. I think it´s the best mapeditor for a RPG.  :D

I store my maps with Base64Code, so it´s smaller. If you want, i can send u a decode class for Base64.
For parsing i use ifstream.
Title: Re: Seiken Densetsu/Mana Fan Game [DEMO]
Post by: kaB00M on October 31, 2012, 10:23:24 pm

I also use Tiled. I think it´s the best mapeditor for a RPG.  :D

I store my maps with Base64Code, so it´s smaller. If you want, i can send u a decode class for Base64.
For parsing i use ifstream.

Please do!

@masskiller: I updated the game to make shaders optional. To disable, change the 'shaders' value in the config file from 1 to 0.

Please, tell me what you think.

Also,  now a gamepad can be used.
Title: Re: Seiken Densetsu/Mana Fan Game [WIP]
Post by: Dark2Dragon on November 01, 2012, 12:24:56 pm
Here´s my decode class for base64
https://legacy.sfmluploads.org/file/152 (https://legacy.sfmluploads.org/file/152)

Example:
std::vector<int> encodedFile;

encodedFile.clear();
encodedFile = decode::base64_decode(some_sBase64Code);

for (unsigned int i = 0; i < encodedFile.size(); i += 4)
{
        // Get the grid ID
        a = encodedFile[i];
        b = encodedFile[i + 1];
        c = encodedFile[i + 2];
        d = encodedFile[i + 3];

        gid = a | b << 8 | c << 16 | d << 24;

        // ... some other code to save the gid ID in a map...
}
 

I hope this helps you  :)
Title: Re: Seiken Densetsu/Mana Fan Game [WIP]
Post by: masskiller on November 01, 2012, 03:50:12 pm
Quote
@masskiller: I updated the game to make shaders optional. To disable, change the 'shaders' value in the config file from 1 to 0.

Please, tell me what you think.

Finally got to test it. It's overall good, there's just a few issues I'd like to mention:

The SETKEYS.exe immediately sets the up arrow without asking, if you want to change that key you need go into the log. This might be a problem on my side (not sure), but if you leave the up key as default the characters go up even if the key isn't being pressed, it doesn't happen if you set any other key that isn't the upper arrow key.

There's the lag between screens when they need to shift, but you're already working on that.

Just as something personal, but I think that character's speech is better when in a speech bubble. It becomes clearer. In most RPG's when you open the menu you get a totally different screen that just by looking at it you can know what or how to use items, set abilities, etc.

Take for instance the characters/items menu in Golden Sun, you can pretty much know how to use it with just looking at it. A story and a way to talk to the townsfolk and entering buildings is something that should be there, but probably you're working on it already.

Pretty much what eXpl0it3r pointed out. Other than that it's quite good. I have never played Seiken Densetsu before (I've played other RPG's but not that one) and it got me interested into playing it.

Quote
The console outputs this up on start: Failed to open sound file "lib/audio/sounds/ripper.ogg" (System error : The system couldn't find the specified file.)

Good to know it wasn't just me.
Title: Re: Seiken Densetsu/Mana Fan Game [WIP]
Post by: kaB00M on February 03, 2013, 04:26:08 pm
Bump!
Title: Re: Seiken Densetsu/Mana Fan Game [WIP]
Post by: pogrady on February 05, 2013, 05:43:06 am
I really want to play this, but I can't, as its telling me that the TextParser cannot be found.
Title: Re: Seiken Densetsu/Mana Fan Game [WIP]
Post by: kaB00M on February 05, 2013, 07:12:12 pm
Thanks for playing.  :)

I really want to play this, but I can't, as its telling me that the TextParser cannot be found.

What?  ???

TextParser is one of the classes I used. No idea what this is.
Does this happens at start up?
Does it displays any other message?
Title: Re: Seiken Densetsu/Mana Fan Game [WIP]
Post by: pogrady on February 06, 2013, 12:17:19 am
It says that the text parser returns an error that file is not found.

Here is the message:

'Mana Fan Game' Demo 2.10
-------------------------
TextParser: File not founded!

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.